How do I prevent my character from crouching when jumping?

Hello everyone, I have a question, how can I make my character only crouch when he is on the ground?

I tried a couple of things but they didn’t work for me I appreciate if you can help me

This is my code

Game Manager

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour
{
public GameObject menuPrincipal;
public GameObject menuGameOver;

public float velocidad = 2;
public GameObject col;
public GameObject piedra1;
public GameObject aleteo;
public GameObject aleteo2;
public Renderer fondo;
public bool gameOver = false;
public bool start = false;

public List<GameObject> cols;
public List<GameObject> obstaculos;
public List<GameObject> FlyingObj;
// Start is called before the first frame update
void Start()
{
    // Crear Mapa
    for (int i = 0; i < 21; i++)
    {
        cols.Add(Instantiate(col, new Vector2(-8 + i, -5), Quaternion.identity));
    }

    // Crear Piedras
    obstaculos.Add(Instantiate(piedra1, new Vector2(-3, -3.1f), Quaternion.identity));
    obstaculos.Add(Instantiate(aleteo, new Vector2(5, -3), Quaternion.identity));
    FlyingObj.Add(Instantiate(aleteo2, new Vector2(14, -1.6f), Quaternion.identity));
}

// Update is called once per frame
void Update()
{
    if (start == false) 
    {
    if (Input.GetKeyDown(KeyCode.X)) 
        {
            start = true;
        }
    }

    if (start == true && gameOver == true)
    {
        GetComponent<Timer>().enabled = false;

        menuGameOver.SetActive(true);
        if (Input.GetKeyDown(KeyCode.X))
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        }
    }

    if (start == true && gameOver == false) 
    {
        menuPrincipal.SetActive(false);
        fondo.material.mainTextureOffset = fondo.material.mainTextureOffset + new Vector2(0.02f, 0) * Time.deltaTime;

        // Mover Mapa
        for (int i = 0; i < cols.Count; i++)
        {
            if (cols*.transform.position.x <= -10)*

{
cols*.transform.position = new Vector3(10, -5, 0);*
}
cols.transform.position = cols_.transform.position + new Vector3(-1, 0, 0) * Time.deltaTime * velocidad;
}
// Mover Obstaculos
for (int i = 0; i < obstaculos.Count; i++)
{
if (obstaculos*.transform.position.x <= -10)*
{
float randomObs = Random.Range(11, 18);
obstaculos*.transform.position = new Vector3(randomObs, -3.1f, 0);*
}
obstaculos.transform.position = obstaculos.transform.position + new Vector3(-1, 0, 0) * Time.deltaTime * velocidad;
}
for (int i = 0; i < FlyingObj.Count; i++)
{
if (FlyingObj*.transform.position.x <= -10)*
{
float randomObs = Random.Range(11, 18);
FlyingObj*.transform.position = new Vector3(randomObs, -1.6f, 0);*
}
FlyingObj.transform.position = FlyingObj.transform.position + new Vector3(-1, 0, 0) * Time.deltaTime * velocidad;
}
}
}
}
Player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public class Jugador : MonoBehaviour
{
public float fuerzaSalto;
public GameManager gameManager;
public Score ScoreScript;
public Timer Timer;
public Transform groundCheck; // se sabe cuando el jugador estatocando el suelo
public LayerMask ground;
public float groundCheckRadius;
AudioSource jumpsound;
public AudioSource Death;
private Rigidbody2D rigidbody2D;
private Animator animator;
private bool isGrounded;
public int playerJumps;
private int tempPlayerJumps;
private BoxCollider2D Collider;
private GameObject[] FlyingObjects;
void Start()
{
animator = GetComponent();
rigidbody2D = GetComponent();
jumpsound = GetComponent();
Collider = GetComponent();
}
private void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, ground);
}
void Update()
{
FlyingObjects = GameObject.FindGameObjectsWithTag(“FlyingObj”);
if (Input.GetKeyDown(KeyCode.DownArrow))
{
animator.SetBool(“EstaAgachandose”, true);
foreach (GameObject Obj in FlyingObjects)
{
Physics2D.IgnoreCollision(Obj.GetComponent(), Collider, true);
}
}
if (Input.GetKeyUp(KeyCode.DownArrow)) //This is where you call it instead
{
animator.SetBool(“EstaAgachandose”, false);
foreach (GameObject Obj in FlyingObjects)
{
Physics2D.IgnoreCollision(Obj.GetComponent(), Collider, false);
}
}
if (isGrounded)
{
tempPlayerJumps = playerJumps;
}
if (Input.GetKeyDown(KeyCode.Space) && tempPlayerJumps > 0)
{
rigidbody2D.velocity = Vector2.up * fuerzaSalto;
tempPlayerJumps–;
}
if (Input.GetKeyDown(KeyCode.Space))
{
jumpsound.Play();
animator.SetBool(“estaSaltando”, true);
rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
}
if (Input.GetKeyDown(KeyCode.UpArrow) && tempPlayerJumps > 0)
{
rigidbody2D.velocity = Vector2.up * fuerzaSalto;
tempPlayerJumps–;
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
jumpsound.Play();
animator.SetBool(“estaSaltando”, true);
rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == “Suelo”)
{
animator.SetBool(“estaSaltando”, false);
}
if (collision.gameObject.tag == “Obstaculo”)
{
gameManager.gameOver = true;
ScoreScript.StopScore();
Death.Play();
}
if (collision.gameObject.tag == “Obstaculo”)
{
gameManager.gameOver = true;
Debug.Log(“gameOver”);
Timer.enabled = false;
}
if (collision.gameObject.tag == “FlyingObj”)
{
gameManager.gameOver = true;
Debug.Log(“gameOver”);
Timer.enabled = false;
}
if (collision.gameObject.tag == “FlyingObj”)
{
gameManager.gameOver = true;
ScoreScript.StopScore();
Death.Play();
}
{
if (collision.gameObject.tag == “Suelo”)
{
animator.SetBool(“estaSaltando”, false);
}
if (collision.gameObject.tag == “volador”)
{
gameManager.gameOver = true;
ScoreScript.StopScore();
Death.Play();
}
}
}
}_

Add 2 bools called “IsCrouching” and “IsJumping”, then change your script to :

using System.Collections; 
using System.Collections.Generic; 
using UnityEngine; 
using UnityEngine.Audio;

public class Jugador : MonoBehaviour 
{ 
 public float fuerzaSalto; 
 public GameManager gameManager; 
 public Score ScoreScript; public Timer Timer;

 public Transform groundCheck; // se sabe cuando el jugador estatocando el suelo
 public LayerMask ground;
 public float groundCheckRadius;
 AudioSource jumpsound;
 public AudioSource Death;
 private Rigidbody2D rigidbody2D;
 private Animator animator;
 private bool isGrounded;
 public int playerJumps;
 private int tempPlayerJumps;
 private BoxCollider2D Collider;
 private GameObject[] FlyingObjects;
 private bool IsCrouching;
 private bool IsJumping;

 void Start()
 {
     IsCrouching = false;
     IsJumping = false;
     animator = GetComponent<Animator>();
     rigidbody2D = GetComponent<Rigidbody2D>();
     jumpsound = GetComponent<AudioSource>();
     Collider = GetComponent<BoxCollider2D>();
 }
 private void FixedUpdate()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, ground);
 }
 void Update()
 {
     FlyingObjects = GameObject.FindGameObjectsWithTag("FlyingObj");
     if (Input.GetKeyDown(KeyCode.DownArrow) && !IsJumping)
     {
         IsCrouching = true;
         animator.SetBool("EstaAgachandose", true);
         foreach (GameObject Obj in FlyingObjects)
         {
             Physics2D.IgnoreCollision(Obj.GetComponent<BoxCollider2D>(), Collider, true);
         }
     }
     if (Input.GetKeyUp(KeyCode.DownArrow))
     {
         IsCrouching = false;
         animator.SetBool("EstaAgachandose", false);
         foreach (GameObject Obj in FlyingObjects)
         {
             Physics2D.IgnoreCollision(Obj.GetComponent<BoxCollider2D>(), Collider, false);
         }
     }
     if (isGrounded)
     {
         tempPlayerJumps = playerJumps;
     }
     if (Input.GetKeyDown(KeyCode.Space) && tempPlayerJumps > 0 && !IsCrouching)
     {
         IsJumping = true;
         rigidbody2D.velocity = Vector2.up * fuerzaSalto;
         tempPlayerJumps--;
     }
     if (Input.GetKeyDown(KeyCode.Space) && !IsCrouching)
     {
         IsJumping = true;
         jumpsound.Play();
         animator.SetBool("estaSaltando", true);
         rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
     }
     if (Input.GetKeyUp(KeyCode.Space))
     {
         IsJumping = false;
     }
     if (Input.GetKeyDown(KeyCode.UpArrow) && tempPlayerJumps > 0)
     {
         rigidbody2D.velocity = Vector2.up * fuerzaSalto;
         tempPlayerJumps--;
     }
     if (Input.GetKeyDown(KeyCode.UpArrow))
     {
         jumpsound.Play();
         animator.SetBool("estaSaltando", true);
         rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
     }
 }
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Suelo")
     {
         animator.SetBool("estaSaltando", false);
     }
     if (collision.gameObject.tag == "Obstaculo")
     {
         gameManager.gameOver = true;
         ScoreScript.StopScore();
         Death.Play();
     }
     if (collision.gameObject.tag == "Obstaculo")
     {
         gameManager.gameOver = true;
         Debug.Log("gameOver");
         Timer.enabled = false;
     }
     if (collision.gameObject.tag == "FlyingObj")
     {
         gameManager.gameOver = true;
         Debug.Log("gameOver");
         Timer.enabled = false;
     }
     if (collision.gameObject.tag == "FlyingObj")
     {
         gameManager.gameOver = true;
         ScoreScript.StopScore();
         Death.Play();
     }
     {
         if (collision.gameObject.tag == "Suelo")
         {
             animator.SetBool("estaSaltando", false);
         }
         if (collision.gameObject.tag == "volador")
         {
             gameManager.gameOver = true;
             ScoreScript.StopScore();
             Death.Play();
         }
     } 
 }   
}

I’m Pretty sure this should work :slight_smile:

Thanks friend, it worked :D, I thought it would solve an error that I have if the character did not crouch in the air, that when I press the key to crouch the character does not collide with an obstacle, it also worked, he no longer crouches in the air, thanks ; D